mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
e44b918b52
Fixed several issues with "Synchronized Things Selection" setting: - Things were not deselected after dragging a single sector. - Things were not deselected after editing properties of a single sector. - Things sector references were not updated after using "Join Sectors" and "Merge Sectors" actions. - Things (de)selection is now applied to all things, instead of only the ones visible using current Things Filter.
201 lines
5.2 KiB
C#
201 lines
5.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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// No action or button for this mode, it is automatic.
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// The EditMode attribute does not have to be specified unless the
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// mode must be activated by class name rather than direct instance.
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// In that case, just specifying the attribute like this is enough:
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// [EditMode]
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[EditMode(DisplayName = "Sectors",
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AllowCopyPaste = false,
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Volatile = true)]
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public sealed class DragSectorsMode : DragGeometryMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private ICollection<Linedef> selectedlines;
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private ICollection<Sector> selectedsectors;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragSectorsMode(Vector2D dragstartmappos)
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{
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// Mark what we are dragging
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedLinedefs(true, true);
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ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
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foreach(Vertex v in verts) v.Marked = true;
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// Get selected lines
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selectedlines = General.Map.Map.GetSelectedLinedefs(true);
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selectedsectors = General.Map.Map.GetSelectedSectors(true);
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// Initialize
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base.StartDrag(dragstartmappos);
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undodescription = (selectedsectors.Count == 1 ? "Drag sector" : "Drag " + selectedsectors.Count + " sectors"); //mxd
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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// Select vertices from lines selection
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General.Map.Map.ClearSelectedVertices();
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ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
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foreach(Vertex v in verts) v.Selected = true;
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// Perform normal disengage
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base.OnDisengage();
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// Clear vertex selection
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General.Map.Map.ClearSelectedVertices();
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// When not cancelled
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if(!cancelled)
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{
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// If only a single sector was selected, deselect it now
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if(selectedsectors.Count == 1)
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{
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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//mxd. Also (de)select things?
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if(BuilderPlug.Me.SyncronizeThingEdit)
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{
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Sector s = General.GetByIndex(selectedsectors, 0);
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foreach(Thing t in General.Map.Map.Things)
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if(t.Sector == s && t.Selected) t.Selected = false;
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}
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}
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}
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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UpdateRedraw();
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// Redraw things when view changed
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if(CheckViewChanged())
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{
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things, Presentation.THINGS_ALPHA);
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renderer.Finish();
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}
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}
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renderer.Present();
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}
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// This redraws only the required things
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protected override void UpdateRedraw()
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{
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// Start rendering
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(snaptolines);
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renderer.PlotLinedefSet(unstablelines);
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renderer.PlotLinedefSet(selectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
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//mxd. Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(unselectedthings, Presentation.THINGS_ALPHA);
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renderer.RenderThingSet(selectedthings, Presentation.THINGS_ALPHA);
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renderer.Finish();
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}
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// Redraw overlay
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if(renderer.StartOverlay(true))
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{
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foreach(LineLengthLabel l in labels)
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{
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renderer.RenderText(l.TextLabel);
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}
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renderer.Finish();
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}
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}
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#endregion
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}
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}
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